Hey there, so I've been playing guild wars off and on for about 2 1/2 years now and finally decided to make a warrior(took a while) and well I was wondering what would be better for the later missions in Profs.
Warrior`s Endurance based build will help you more.
I like it not cos of the damage that it can apply but cos of the "Save yourselves" that it can spamm. I have enough H+H that can kill and as a warrior i want to help not only with dmg but with defence and good aggro.
It depends on how well and how willing you are to micro heroes and ball enemies properly.
If you are willing to micro and are great at balling quickly then run 100b, just ball all enemies, micro a MoP onto one of them and kill all enemies with 100b+whirlwind attack.
Otherwise stick with WE scythe.
Other alternative you could consider are WE daggers/axe, Earthshaker, DSlash.
Should negate a whole lot of damage. Your team can go less defensive and focus on maximum damage for quicker kills.
You're a Warrior. You should already be focusing on maximum damage.
Let the midline take care of blind spam, debilitation and disruption; they're far better at it than you ever will be.
Warriors have a number of viable builds:
If you're being backed up by a Necromancer with Mark of Pain (or are willing to micro a hero), Hundred Blades becomes ridiculously good. Whirlwind Attack and Sun and Moon Slash are no brainers here.
If you're looking for some disruption with heavy damage, Earthshaker is great. Good option for teams in harder areas - say H/H or PUGs.
A Scythe is also viable (fueled by Warrior's Endurance) - not spectacular like the others in their special niches and more questionable if there's an Orders or AP-MoP Necro around, but the damage is good and it's easy to use.
Similarly you could use an Axe and a load of energy skills under Warrior's Endurance (Cyclone + Whirlwind are good) - again, not spectacular but easy to put together and you'll kill shit no problem. Works well in areas with small mobs.
Finally there's Dragon Slash. I don't know if people still run this anymore but under FGJ you can spam DSlash and Save Yourselves.
I hate warriors. They think they're the leadership of a group, run around like casters casting spells, auto-attack 96% of the time, and use dumb things like Defy Pain with a full bar of things that don't stack. Don't be them.
If you keep your warrior, why not use WE and 100B along with their other offensive builds you can later get?
Last edited by Cuilan; Dec 28, 2010 at 12:44 PM // 12:44..
I hate warriors. They think they're the leadership of a group, run around like casters casting spells, auto-attack 96% of the time, and use dumb things like Defy Pain with a full bar of things that don't stack. Don't be them.
If you keep your warrior, why not use WE and 100B along with their other offensive builds you can later get?
Stop running across terribad players if that's your problem.
If you can micro one skill (MoP) and you can ball up well enough, stick with 100b. Otherwise go on with your scythe. If not try the staple Godmode and Earthshaker builds, the latter is especially fun.
Warriors are really good for h/hing as you can draw most of the aggro correctly and effectively tank, as well as crowd control through hammers (earth shaker or dwarven battle stance+aoe attacks like crude swing and whirlwind attacks are great). If you're playing with a mate you can always get him to bring great dwarf weapon for more epic damages/kd.
To be honest, warrior is a good all around class for both h/h'ing and group play. They barely have a place in the usual cookie cutter groups because those are usually made for the absolute lowest level of skill and team play. But they're a great adittion to any party they're at, and I'm not talking about tanking.
Warriors are one of the most overpowered classes in the game. Use them, abuse them, have fun. There are a lot of ways for you to contribute to your party, and you can even simulate the other melee classes with Warrior's Endurance. It's just overall a very good class.
thanks so much everyone for their input
and i never really thought of earthshaker as i was always turned off of hammers for their low attack speed.
@Klance I'm not to sure at how well I am at balling enemies up just yet but 100b with MoP sounds good but I might start out with the WE scythe until I get a little more proficient at aggro control
LOL I run Eviscerate in PVE (with SY and Brawling Headbutt over Shock). PUGs usually rage. Also ran WE and 100B but those are not as fun. (they have no "skillful use" skills)
Regardless, all you need for tanking is I am unstoppable if your monk isn't terrible and someone brings prot spirit so that seed absorbs everything.
There's plenty of warriors who think that Ursan is better and run that with sin support.
The only reason why people use sins as tanks so much is because they're stupid easy to play compared to warriors. And a braindead monkey can follow the lead-offhand-dual chains, enemies are even marked. Try bull's strike... not so easy.
Last edited by LifeInfusion; Dec 28, 2010 at 03:46 PM // 15:46..
Personally i would say running something like earth shaker or D slash is best for the basics. They are pretty simple and easy to use and give you decent abilities for aggro control. But as you get farther into the game when aggro control is absolutely necessary tanking becomes the ultimate use. Tanking (i find it tedious doing it with heroes having to constantly flag them) is useful pretty much anywhere to keep aggro off your casters, ball up the enemies, and make quick kills. Also PUGs always need tanks so there will always be a spot for you somewhere.
The basics of a tanking build are: Defy Pain, cyclone axe, whirlwind attack, lions comfort, and i am unstoppable. Those skills plus a combination of whatever you find best can essentially solo large groups especially if you have something like MoP or splinter weapon. If you want more info on builds or really how to tank and control aggro pm me in game. IGN is Taez Grove
The basic of "tanking" the enemy are PS and 2ndly if desired, IaU for the anti kd and over-stacking of the armour bonus.... and goin in a little before everyone else xD
Defy pain et all are generally unneeded and mostly detrimental to your job of blowing stuff up! and cost you more than you gain..
*unless for a fully synergistic rigid SC teams ect which are a different animal*
Last edited by maxxfury; Dec 28, 2010 at 05:56 PM // 17:56..
1stly if you have access to all the campaignes and 2ndly have all the skills and all heros. Why not go for D-slash with Asuran scan FGJ. Heros pack em with SoH,Splinter,orders and you are laffing i have yet to fine a situation where i need to swap my setup. For henchmen take the physicals and a heal cos amongst your splinter u can put a bit of resto in there for cover.
Personally i would say running something like earth shaker or D slash is best for the basics. They are pretty simple and easy to use and give you decent abilities for aggro control. But as you get farther into the game when aggro control is absolutely necessary tanking becomes the ultimate use. Tanking (i find it tedious doing it with heroes having to constantly flag them) is useful pretty much anywhere to keep aggro off your casters, ball up the enemies, and make quick kills. Also PUGs always need tanks so there will always be a spot for you somewhere.
The basics of a tanking build are: Defy Pain, cyclone axe, whirlwind attack, lions comfort, and i am unstoppable. Those skills plus a combination of whatever you find best can essentially solo large groups especially if you have something like MoP or splinter weapon. If you want more info on builds or really how to tank and control aggro pm me in game. IGN is Taez Grove
Defy pain is overrated. Any form of adrenaline denial or snares shuts it down. You're better off with a ST rit with actual damage buffing your warrior.
Save Yourselves + ST rit >>>>tanking.
Tanking died once Partywide buffs came.+100 armor for the party is more than defy pain and Union gives more damage reduction than defy at 14 strength (+ knight's insignia+ Superior absorption).
Last edited by LifeInfusion; Dec 28, 2010 at 09:15 PM // 21:15..
tanking =/= sensible agro management techniques. And they are good because, even in the simplest form they decrease kill time,increase team safety and speed up the whole 'zone' in general..
Personally i would say running something like earth shaker or D slash is best for the basics. They are pretty simple and easy to use and give you decent abilities for aggro control. But as you get farther into the game when aggro control is absolutely necessary tanking becomes the ultimate use. Tanking (i find it tedious doing it with heroes having to constantly flag them) is useful pretty much anywhere to keep aggro off your casters, ball up the enemies, and make quick kills. Also PUGs always need tanks so there will always be a spot for you somewhere.
The basics of a tanking build are: Defy Pain, cyclone axe, whirlwind attack, lions comfort, and i am unstoppable. Those skills plus a combination of whatever you find best can essentially solo large groups especially if you have something like MoP or splinter weapon. If you want more info on builds or really how to tank and control aggro pm me in game. IGN is Taez Grove
Tanking sucks. I hate tanking in other games. I hate it when people tank in GW. I hate when people think tanking SHOULD EXIST in GW because it exists in other games, it's an insult tbh. Rage-prone comment aside, it really sucks, 3.5 years into GW with all the high-end areas cleared in HM and I never tanked once in my life. It'll only be slower and put the party in a vulnurable state if it fails.
So no, taking doesn't isn't required anywhere in the game. People just run it because "it's what they're used to" wich is why I love GW2's policy of no tanking so damn much. But in GW, if you know what you're doing you're better off without it, it'll be faster, more efficient and more rewarding. It only exists so brain-dead pugs can run something without having the whole game going to hell 2 minutes into a map.
Last edited by kupp; Dec 29, 2010 at 01:44 AM // 01:44..
Lifeinfusion, tanking shouldnt require 2 chars to do it. If you need a rit to buff the way and the war to tank its pointless. having a warrior that can sustain itself is much better, and sadly it has not died. Aggro control happens to be the easiest way to win in this game and tanks are the best at aggro control in every situation.
Kupp, this is the only MMORPG i play, and i tank so yeah that argument doesnt work. Also it wont make the party vulnerable exactly the opposite. When tanked correctly which sadly there are a lot of bad tanks out there, you can easily keep all aggro off of your allies and let them destroy the enemies with no harm to them, also if done correctly healer will have one less person to worry about due to the fact that the tank can generally stay alive alone unless mobbed by over maybe 12 enemies. btw tanks are so that pugs who are not designed to specifically work together to be able to stay alive and do damage. It means people can use the build they like and still be successful, not being brain dead.
Tanking is a legitimate tactic and works very well. In many HM areas it is useful to keep your casters and biggest damage dealers alive. Are those areas beatable with a tank? yes. are they easier with a tank? also yes